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		<title>Squat</title>
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		<updated>2018-08-11T11:46:16Z</updated>

		<summary type="html">&lt;p&gt;2A02:587:3A12:6900:D7:AB28:7CB3:E4F8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Oldschool}}&lt;br /&gt;
[[File:DSC02968.jpg|450px|right|thumb|A space dorf. [[Dwarf Fortress|Lives like one. Dies like one.]]]]&lt;br /&gt;
[[Image:SquatArmy.jpg|thumb|right|They built giant guns to compensate for not having giant guns. Note also the Moles and Hellbore that GW forgot about around the same time.]]&lt;br /&gt;
[[Image:SquatCyclops.jpg|thumb|right|The Squats laugh at your pathetic Baneblade and obvious mediocrity in the trouser department.]]&lt;br /&gt;
[[File:Warhammer 40k squats DRW40k 04 by DaRealWurld40k.jpg|thumb|right|SILENCE, HERETIC! There is no tiny, little bearded man there! Nope! No Squats or tiny little bearded man here at all!]]&lt;br /&gt;
{{topquote|SQUATS LIVE! &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;STOMP! STOMP!&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; SQUATS LIVE! &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;STOMP! STOMP!&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;|[[Kharadron Overlords|The Motto that all Squat players react after seeing the &amp;lt;s&amp;gt;Kharadron Overlords&amp;lt;/s&amp;gt; Squats in &amp;lt;s&amp;gt;Age of Sigmar&amp;lt;/s&amp;gt;]] [[Necromunda]]}}&lt;br /&gt;
&lt;br /&gt;
You can&#039;t spell Imperial without Imp. If you spell them both correctly.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Squat&#039;&#039;&#039; is a space [[dwarf|Dorf]]. They used to exist in [[Warhammer 40,000]] (with a planned Codex mentioned in the &#039;&#039;Second Edition&#039;&#039; Codex: Imperial Guard); in fluff, their worlds supplemented the capabilities of [[Forge World]]s, and were independent of the technology-worship of the [[Adeptus Mechanicus]]. As such, they also retained sovereignity.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Squat&amp;quot; is also sometimes used as a verb by fans of Warhammer 40k. This refers to the removal of the Squats from both the game and the [[fluff]] behind it; in particular, some people believe that other armies will be &amp;quot;squatted&amp;quot; from 40k, which is to say, their model line will be removed and they will no longer be playable in 40k. There have been cries of &amp;quot;they&#039;re getting squatted!&amp;quot; for basically every army that wasn&#039;t updated within two years, including, but not limited to, [[Dark Eldar]], [[Necrons]], [[Sisters of Battle]], and [[Black Templars]] (were also pretty confident that if [[Robin Cruddace| a Certain imperial guard player]] had the power too he would squat the [[Tyranid|Space bugs]] in an instant, he certainly tried during 6th edition.) So far, this has mostly been proven false; both Dark Eldar and Necrons got new codices, and Sisters will be released in plastic in 2019. Meanwhile, the Black Templars have been rolled up into the Space Marines, but, importantly, &#039;&#039;they still exist.&#039;&#039; Of the Chapters included, Templars are easily the most divergent, and although some of the fluff has been retconned, it was usually in a fairly logical way (how do you get around if you hate [[Astropath]]s and [[Navigator]]s, anyway?). As such, all those whining &amp;quot;they&#039;re getting squatted!&amp;quot; are pretty silly, and you&#039;re probably hearing them on [[Warseer]].  &lt;br /&gt;
&lt;br /&gt;
HOWEVER...&lt;br /&gt;
&lt;br /&gt;
Recently, in Age of Sigmar, the entire [[Tomb Kings]] faction was squatted and Bretonnia later, with the entire model range being moved to the &amp;quot;Last Chance to Buy&amp;quot; section.  Cue wailing and gnashing of teeth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Update: As of the lastest Warhammer World fest (2016), Squats are NEVER getting new models. We&#039;d get fishmen in space before we see squats, and &amp;quot;Nobody loves fishmen either.&amp;quot; A sad moment indeed.(but we do have an abbundance of mantic forge fathers models to quench the sadness though)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UPDATE UPDATE: SQUATS REVEALED FOR NECROMUNDA ([[Idoneth Deepkin|Fishmen also confirmed]])&lt;br /&gt;
&lt;br /&gt;
==Squats in 40K==&lt;br /&gt;
The [[Squats]] (Homo sapiens rotundus) were mentioned in the original &amp;quot;Rogue Trader&amp;quot; 1987 book and later received their full Army List in the articles published in White Dwarf number 110 in February 1989. The Army List was later collected with other articles in the softback bound &amp;quot;Compendium&amp;quot; (also known as &amp;quot;Red Book&amp;quot; or &amp;quot;Red Compendium&amp;quot;) which was released in summer/fall of that same year (and actually were the last item of the Compendium, the original article having been published on WD mere months before). The army list was centered around the Warlord and its retinue which could be equipped either with ceremonial mesh or carapace armour or with terminator-grade Exo-armour (which made the unit virtually unstoppable by anything save Daemons, Terminators, Eldar Avatar or Exarchs and the heaviest of weapons), it could field ten troopers squads (clan warriors) which could select ad-libitum heavy weapons paying a very limited cost for them and Engineers&#039; Guild bikes, sidecars and trikes which provided hit-and run power due to swivel mounted heavy weaponry. Vehicles and Robots were also available at premium points cost (less than other human armies paid) due to the recognized technical savviness of the Squats, Adeptus Mechanicus envoys and Living Ancestor (venerable Squats who were literally millennia old) added more flavour to the troop choice.&lt;br /&gt;
&lt;br /&gt;
==Squats in Epic==&lt;br /&gt;
While in 40K the Squats were roughly half an army, in [[Epic]] they really worked. As well as the biker companies you suddenly had access to an enormous supply of hardware with which the Squats would punish anyone who said they were compensating for something. These included [[Goliath Mega-Cannon|giant tracked mortars,]] [[Land Train|Land Trains,]] and massive tracked crawlers with Void Shields that were basically the Squat version of Titans; one, the [[Cyclops War Machine|Cyclops,]] was armed with what the modern fluff calls a Lance and could burn through multiple shields before hitting the target. Which is a little odd, because current fluff explains that the whole point of a ship&#039;s weapons batteries is to drop enemy shields so they can be finished off with lances (which are supposed to suck against void shields).  Then again, the squats have always been more advanced.  They had [[Overlord Armoured Airship|ironclad airships,]] [[Iron Eagle Gyrocopter|helicopters]] back when most Epic armies had no aircraft at all, and generally ruled.&lt;br /&gt;
&lt;br /&gt;
==Chaos Squats==&lt;br /&gt;
Think that Squats had it bad? Well, these guys are pretty much the Squats &#039;&#039;of&#039;&#039; the Squats. Just as Fantasy had its [[Chaos Dwarfs]], so too did Squats have their Chaotically-inclined counterparts (alas, without hats). While there were no real rules for them on the tabletop, miniatures were released, because this was still when Citadel put out miniatures for things that didn&#039;t necessarily have gaming rules. They were allied to [[Chaos Space Marines]] and maintained their equipment, including building Titans and [[Daemon Engine|Daemon Engines]], in a role later taken over by the [[Dark Mechanicus]]. Congratulations, you&#039;ve just read everything there is to know about Chaos Squats that was ever written.&lt;br /&gt;
&lt;br /&gt;
==When suddenly...==&lt;br /&gt;
They were eaten by [[Tyranid]]s. It is popularly believed that [[Games Workshop]] sends out teams to assassinate, kidnap, or otherwise inconvenience anyone who dares mention them. One possibility is that [[Dwarf Fortress|the Squat nobles demanded that some impossible-to-acquire item be put in each of their rooms, and thus locked up the entire working class of Squats, and the whole race starved.]]  Another theory is that [[Creed]] is [[Just as planned|using his tactical genius to hide them until the final showdown with Chaos.]]  It&#039;s kinda likely that, what with their &amp;quot;We haz teknologeez!&amp;quot;, being Dwarves, drinking, not being assholes, and generally not being depressing, [[Games Workshop]] decided they weren&#039;t [[grimdark]] enuff, and subsequently fed them to the Tyranids (who exist to eat Games Workshop&#039;s mistakes, obviously), and at the same time branding the mention of &amp;lt;censored for heresy&amp;gt; as [[heresy]].  Heresy - the perfect excuse to [[retcon]]!&lt;br /&gt;
&lt;br /&gt;
Squats are now /tg/&#039;s version of the Candlejack [[meme]], since mentioning them gets [[Inquisition|GW to send death squads after you.]] Fortunately, the two memes cancel one another out.&lt;br /&gt;
&lt;br /&gt;
== Squats Sighted With Bigfoot on the Island of Mu ==&lt;br /&gt;
It has always been suspected that Squats weren&#039;t simply lost to a Tyranid attack. After all, men don&#039;t get their legs broken just for discussing people who have been eaten. Rather, the Squats probably saw something they weren&#039;t supposed to see and had to &amp;quot;disappear&amp;quot; for a while. Come to think of it, there is a race called the &amp;quot;Demiurg&amp;quot; who are short, drunken miners with a love for technology and a hatred of Greenskins and Eldar. Strangely enough, they popped up after the Squats disappeared; it&#039;s probably a coincidence, though. They sell their services to the TAU of all people, so it must be.&lt;br /&gt;
&lt;br /&gt;
== A rare case of GW being completely honest ==&lt;br /&gt;
[[Image:Squats.jpg|right|300px]]&lt;br /&gt;
This is from 2004, back when honesty was A Thing, it seems:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I know I shouldn&#039;t get drawn on this... but... can&#039;t... resist&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seriously, a couple of points just so you can have an informed debate based on the real reasons that Squats are no longer available. Be warned, it is going to be hard reading for people that like the Squat background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;First of all, Squats were *not* dropped because they were not selling well. There were then, and are now, plenty of other figure ranges that sell in the sort of % quantities that the Squats pulled down, especially when you look across all of the ranges produced by GW rather than just those for 40K.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No, the reason that the Squats were dropped was because the creatives in the Studio (people like me, Rick, Andy C, Gav etc) felt that we had failed to do the Dwarf &#039;archetype&#039; justice in its 40K incarnation. From the name of the race (Squats - what *were* we thinking?!?!) through to the short bikers motif, we had managed to turn what was a proud and noble race in Warhammer and the other literary forms where the archetype exists, into a joke race in 40K. We only fully realized what we had done when we were working on the 2nd edition of 40K. Try as we might, we just couldn&#039;t work up much enthusiasm for the Squats. The mistake we made then (deeply regretted since) was to leave them in the background and the &#039;get you by&#039; army list book that appeared. With hindsight, we should have dropped the Squats back then, and saved ourselves a lot of grief later on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anyway, the Squats made it into 2nd edition, and since we were doing army books for each of the races, we started to try and figure out what to do with them. Unfortunately we just couldn&#039;t figure out a way to update them and get them to work that we felt was good enough. The &#039;art&#039; of working on an army as a designer is to find the thing that you think is cool and exciting about an army, and work it up into a strong theme. This &#039;muse&#039; didn&#039;t strike any of us, and so, rather than bring out a second-rate product simply re-hashing the old background, we kept doing other army books instead, with stuff we did feel inspired by.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Now, while this was all going on for 40K, we were actually doing some rather good stuff for the Squats in Epic. On this scale there was a natural tendency to focus on the big &#039;hand-made&#039; war machines the Squat artisans produced, and this created an army with a feel that was very different to the biker hordes in 40K. However, this tended to reinforce the problems we saw in the Squat background rather than alleviate them, underlining what we *should* have done with the Squats in 40K.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the end (and it took years to really get to the roots of the problem) this led to a realisation that we were going to have to drop the Squats in their &#039;Squat&#039; form from the 40K background. There was little point having a major race that we weren&#039;t willing to make an army book for, and their inclusion in the background meant that people kept asking us when we&#039;d do a Squat Codex. Instead we decided that we&#039;d write the Squats out of the background by saying that their Homeworlds had been devoured by a Tyranid Hivefleet. This would give us the option in the future to return to making a race based on the Squat archetype for 40K. This race was given the name of Demiurg, and a certain amount of preliminary work was done to get a &#039;feel&#039; for what the race would be like. At present the only hint of the Demiurg in 40K is the Demiurg spaceship for BFG. However, we do have this race &#039;in our back pocket&#039; as a possible new race for 40K, or an interesting character model in Inquisitor, or whatever. So far the Demiurg have lost out to other projects, and it may be that their time never actually comes, as they will have to win through on their merits, not simply because we once made some Squat models in the past. At present, I have to say that it is more likely that they *don&#039;t* make the cut than do, as there is a certain prejudice these days to simply taking races from Warhammer and cross them over to 40K like we did in the early days, so it may be that the Squats/Demiurg end up remaining a footnote in the history of the 40K galaxy. Only time will tell...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;ll finish off by saying that whatever we decide to do &#039;officially&#039;, there is nothing stopping players with Squat armies from using them, either in Epic or 40k for that matter. There is no GW &#039;rule&#039; against using old Citadel Miniatures, as long as you use them with existing army lists and in a way that won&#039;t cause confusion for other players. I recommend taking a positive stand by saying &amp;quot;Have you seen these cool old models? They&#039;re called the Squats and GW used to make them back in the late eighties/early nineties. I love &#039;em, so I count them as Imperial Guard and use them with the current rules...&amp;quot; Put like this I can&#039;t imagine that anyone would stop you from using your army.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Best regards,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jervis Johnson&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Head Fanatic &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Some Context ===&lt;br /&gt;
Note that all of the Squat material from the Rogue Trader era was written by [[Bryan Ansell|Bryan]], [[Nigel Stillman|Nigel]], and [[Graeme Davis]]. [[Jervis Johnson|Jervis]], [[Rick Priestley|Rick]], [[Andy Chambers|Andy]], et. al. never wrote anything new for the Squats in Warhammer 40,000. So their lack of enthusiasms wasn&#039;t because the fluff was objectively &#039;&#039;bad&#039;&#039; - it just wasn&#039;t &#039;&#039;theirs&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Squats Codex was explicitly mentioned in Codex Imperial Guard (1995), and implicitly mentioned from the first codex ever (Codex Space Wolves, 1993) and every Imperial codex up to and including Codex Angels of Death (1996), plus Codex Eldar (1994). The only Imperial codexes which did not mention Codex Squats were Codex Sisters of Battle and Codex Assassins - both from 1997, the last year of 2nd Edition and the point at which 3rd Edition would already have been well into development. So the decision to eliminate the Squats didn&#039;t actually happen until they had already decided to move to a whole new edition.&lt;br /&gt;
&lt;br /&gt;
As this was the transition to the infamous Black Period of total and constant [[Grimdark]], perhaps it&#039;s for the best that the writers of the day didn&#039;t like them, so they didn&#039;t feel obligated to [[C.S. Goto|fuck them over in suspiciously extreme detail or fluffrape them into total irrelevance]].&lt;br /&gt;
&lt;br /&gt;
Also, Jervis&#039;s comment on the Specialist Games forum is actually the only place where it says that the Squats were eaten by Tyranids - in all official sources, they simply stopped mentioning them. But in fact, Jervis and others did continue to mention them after they were removed, in various semi-official places, such as the Citadel Journal (where he simply said that the Squat Homeworlds were &amp;quot;taken over&amp;quot; by the Imperium).&lt;br /&gt;
&lt;br /&gt;
Following Jervis&#039;s statement on the Specialist Games forum, Games Workshop began auto-banning anyone who even mentioned Squats on their forums. But not long after that they closed all of their forums anyway.&lt;br /&gt;
&lt;br /&gt;
== Then what ever happened to the Demiurg? ==&lt;br /&gt;
Essentially?  Nothing. They were given all of two mentions in recent memory: first as a footnote on a list of [[Tau]] auxiliaries, then as a small enclave of asteroid miners that [[Ghazghkull Mag Uruk Thraka]] killed by accident while fighting some Bad Moonz.&lt;br /&gt;
&lt;br /&gt;
==What Happened According to /tg/==&lt;br /&gt;
Space [[Boatmurdered]]. Attempts to thwart the Tyranids with &amp;quot;fuck the world&amp;quot; levers failed. Casualties.... Too many.&lt;br /&gt;
&lt;br /&gt;
[[Squat Crusade: The Musical|Or are trying to rebuild]]&lt;br /&gt;
&lt;br /&gt;
== Squats continue to rear their [[Neckbeard|bearded]] heads ==&lt;br /&gt;
Games Workshop continues to show us that somewhere and somehow, a chained-up, barely-fed fluff-custodian is employed at the GW headquarters.  He apparently gets loose every so often, and as evidence we present the tidbit he snuck in to the 6th Edition Rulebook.&lt;br /&gt;
&lt;br /&gt;
Apparently, on page 405, the rulebook mentions Squats as a race of [[abhuman]]s, akin to Ogryn or Ratlings.&lt;br /&gt;
&lt;br /&gt;
[http://i.imgur.com/WfOL7.jpg The Squat Reference]&lt;br /&gt;
&lt;br /&gt;
Fanmade armylists for the Squats exists, the one most played and best playtested hosted over at 40konline.com, on their &amp;quot;Lost and Damned&amp;quot;-board. &lt;br /&gt;
&lt;br /&gt;
They also have their own facebook group, but searching for &amp;quot;squat&amp;quot; literally fills your screen with ass. Beware.&lt;br /&gt;
&lt;br /&gt;
In the seventh edition rulebook, squats are also mentioned in a list of known abhumans (along with a bunch of feline thingies). They&#039;re not even in the list of the extinct and dying out ones!!!&lt;br /&gt;
&lt;br /&gt;
This trend was continued in the eighth edition corebook (page 279) and thus it seems that  the idea of Squats being extinct may have been &#039;&#039;greatly&#039;&#039; exaggerated. Cue hopes of Squats making a triumphant return.&lt;br /&gt;
&lt;br /&gt;
An entire video game has been made about the squats! Sure the Tyranids look a little weird but they&#039;ll still eat you like a Ratling at a buffet. https://www.deeprockgalactic.com/ Play now and die horribly while trying to mine gold on some Emperor forsaken planet.&lt;br /&gt;
&lt;br /&gt;
==Models Are Available!!!!==&lt;br /&gt;
[[Mantic Games]] make a range of models called [[Forge Fathers]] which are space-dwarfs for their sci-fi game [[Warpath]], so if you want a Squat army you can have one! They&#039;re in 28mm so they could be used for 40K (use the Space Marine list and make up some appropriate house rules). As of now they have tanks, fully posable troopers and terminators too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hasslefree Miniatures&#039;&#039;&#039; make a range of models called &amp;quot;Grymm&amp;quot; which are dwarf space soldiers. They have close combat, light infantry, heavy infantry, specialists, and commander models. They even have a dwarf walker mech[http://www.hfminis.co.uk/shop?category=miniatures].&lt;br /&gt;
&lt;br /&gt;
A Kickstarter worth your attention for models[http://www.kickstarter.com/projects/1693348960/metal-beards-tabletop-dwarf-army] for an army of armoured dwarfs is a good option. Though it may have ended by the time you read this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ramshackle Games&#039;&#039;&#039; also produces biker gang and Land Train proxies. [http://www.ramshacklegames.co.uk/newrel.html]&lt;br /&gt;
&lt;br /&gt;
There&#039;s also the &amp;quot;Scrunt&amp;quot; by Olleys Armies Wargame Miniatures.&lt;br /&gt;
&lt;br /&gt;
And now thanks to [[Age of Sigmar]] you got the [[Kharadron Overlords]], [[Awesome|they are steam-armoured flying pirate dwarfs]]! There is a running gag that states that the Kharadron Overlords are surviving Squats who had fled Warhammer 40,000 into Warhammer Age of Sigmar due to how 40k the Kharadron models look. Time to get the conversions up and running! We recommend one of the space marine codexs that can take flying transport or flyer heavy Tempestus so you can use all those sweet Æther ships.&lt;br /&gt;
&lt;br /&gt;
For playing Squats with the Horus Heresy books. The Imperial Militia and Cults army list will allow players to create a decent proxy. Buy a Force Commander, give him the Survivors of the Dark Age and Abhuman Helots Provenances of War. This allows you to use  [[Rhino|Rhinos]] and the [[Land Raider Proteus]] as dedicated transports. For small amount of points you can upgrade the Rotor Cannons and Las-weapons of Grenadier and Platoon Command Cadre squads. Since both squads have access to Bolters and Grenade Launchers most players will take them instead.&lt;br /&gt;
Ogryns outside of the Solar Auxilia suck if your not taking Power Weapons. Due to their low BS of two. Three Enginseer Auxilia Adepts and fully kitted out Servo-Automata with Phased Plasma-fusils or GLs are the superior Elite option.&lt;br /&gt;
&lt;br /&gt;
Space Wolf Xenocidal Imperial Knight Crusade Legion&lt;br /&gt;
&lt;br /&gt;
Champions of Fenris Company of the Great Wolf (Kingsguard Stormforce, Brethren of the Fell-Handed, Wolf Guard Void Claws, Grimnar&#039;s War Council, Arjac&#039;s Shieldbrothers and Wolf Guard Thunderstrike)&lt;br /&gt;
&lt;br /&gt;
Kingsguard Stormforce (Logan Grimnar Warlord with Terminator Armour, Storm Bolter, Belt of Russ, The Axe Morkai and Stormrider, Wolf Guard Void Claws with 1 Wolf Guard Terminator Leader and 4 Wolf Guard Terminators with Terminator Armour and pairs of Wolf Claws embarked on Land Raider Redeemer Dedicated Transport with Twin-Linked Assault Cannon, Two Flamestorm Cannons, Searchlight, Smoke Launchers, Frag Assault Launchers, Multi-Melta, Storm Bolter and Extra Armour and Stormfang Gunship with Skyhammer Missile Launcher, Twin-Linked Lascannon, Helfrost Destructor and Ceramite Plating) - 250 + 70 + 5 x (33 + 15) + 240 + 10 + 5 + 10 + 220 + 15 = 320 + 5 x 48 + 265 + 235 = 320 + 240 + 265 + 235 = 1060 points&lt;br /&gt;
&lt;br /&gt;
Grimnar&#039;s War Council (Ulrik the Slayer with Power Armour, Plasma Pistol, Wolf Helm of Russ, Crozius Arcanum, Healing Balms and Wolf Amulet, Njal Stormcaller with Runic Armour, Nightwing, Staff of the Stormcaller, Wyrdbane, Psychic Hood and Bolt Pistol, Rune Priest Psyker with The Wulfen Stone, The Armour of Russ and Black Death Relics of the Fang, Psychic Hood, Bolt Pistol and Space Marine Bike Special Issue Wargear and Iron Priest with Runic Armour, Boltgun, Thunder Hammer, Servo-arm, Thunderwolf Mount and four Cyberwolves, all with Frag Grenades and Krak Grenades) - 145 + 180 + 60 + 25 + 10 + 40 + 35 + 25 + 20 + 55 + 50 + 4 x 15 = 145 + 180 + 215 + 55 + 50 + 60 = 145 + 180 + 215 + 165 = 705 points&lt;br /&gt;
&lt;br /&gt;
Brethren of the Fell-Handed (Bjorn the Fell-Handed with Trueclaw, Twin-Linked Lascannon and Smoke Launchers and 2 Venerable Dreadnoughts with Great Wolf Claws with Built-in Heavy Flamers, Helfrost Cannons and Extra Armour, all with Searchlights and Drop Pod Dedicated Transports with Deathwind Launchers and Locator Beacons) - 220 + 5 + 2 x (95 + 25 + 5 + 10 + 20 + 10) + 3 x (35 + 15 + 10) = 225 + 2 x 165 + 3 x 60 = 225 + 330 + 180 = 735 points&lt;br /&gt;
Arjac&#039;s Shieldbrothers (Arjac Rockfist with Anvil Shield, Foehammer and Terminator Armour and 1 Wolf Guard Terminator Leader and 4 Wolf Guard Terminators with Terminator Armour, Thunder Hammers and Storm Shields and Land Raider Crusader Dedicated Transport with Twin-Linked Assault Cannon, Two Hurricane Bolters, Searchlight, Smoke Launchers, Frag Assault Launchers, Multi-Melta, Storm Bolter and Extra Armour) - 115 + 5 x (33 + 15) + 250 + 10 + 5 + 10 = 115 + 5 x 48 + 275 = 115 + 240 + 275 = 630 points&lt;br /&gt;
&lt;br /&gt;
Wolf Guard Thunderstrike (Wolf Guard Terminator Leader and 9 Wolf Guard Terminators with Power Weapons, Storm Bolters, Two Cyclone Missile Launchers and Terminator Armour and Wolf Guard Pack Leader and 9 Wolf Guard with Power Armour, Frag Grenades, Krak Grenades, Plasma Pistols and Storm Shields within Drop Pod Dedicated Transport with Deathwind Launcher and Locator Beacon) - 10 x 33 + 2 x 25 + 10 x (18 + 15 + 15) + 35 + 15 + 10 = 330 + 50 + 10 x 48 + 60 = 380 + 480 + 60 = 920 points&lt;br /&gt;
&lt;br /&gt;
House Terryn Adeptus Mechanicus Imperial Knight Crusader Artemidorus, Unbowed with Avenger Gatling Cannon, Meltagun, Heavy Flamer, Heavy Stubber, Rapid-Fire Battle Cannon, Stormspear Rocket Pod and Ion Shield - 425 + 5 + 35 = 475 points&lt;br /&gt;
&lt;br /&gt;
House Terryn Adeptus Mechanicus Imperial Knight Crusader Artemidorus, Unbowed with Avenger Gatling Cannon, Meltagun, Heavy Flamer, Heavy Stubber, Rapid-Fire Battle Cannon, Stormspear Rocket Pod and Ion Shield - 425 + 5 + 35 = 475 points&lt;br /&gt;
&lt;br /&gt;
4 HQ, 8 Elites, 6 Transports, 3 Heavies, 3 Titans&lt;br /&gt;
&lt;br /&gt;
Ancient Biel-Tan Aeldari Swordwind Soul Craftworld&lt;br /&gt;
&lt;br /&gt;
Windrider Guardian Core Host with Farseer, Warlock Conclave, 3 units of Windriders and Vyper Squadron&lt;br /&gt;
&lt;br /&gt;
Farseer Skyrunner with Rune Armour, Shuriken Pistol, Singing Spear, Eldar Jetbike with Shuriken Catapult and Ghosthelm - 100 + 5 + 15 = 115 points&lt;br /&gt;
&lt;br /&gt;
Aeldari Warlock Seer Conclave with 7 Warlock Skyrunners with Rune Armour, Shuriken Pistols, Singing Spears and Eldar Jetbikes with Shuriken Catapults - 5 x (35 + 5 + 15) = 7 x 55 = 385 points&lt;br /&gt;
&lt;br /&gt;
Aeldari Cuirassiers with Windrider Warlock with Rune Armour, Singing Spear and Eldar Jetbike with Shuriken Catapult and 4 Windriders with Mesh Armour and Eldar Jetbikes with Shuriken Cannons - 50 + 5 + 4 x (17 + 10) = 55 + 4 x 27 = 55 + 108 = 163 points&lt;br /&gt;
&lt;br /&gt;
Aeldari Cuirassiers with Windrider Warlock with Rune Armour, Singing Spear and Eldar Jetbike with Shuriken Catapult and 3 Windriders with Mesh Armour and Eldar Jetbikes with Shuriken Cannons - 50 + 5 + 3 x (17 + 10) = 55 + 3 x 27 = 55 + 81 = 136 points&lt;br /&gt;
&lt;br /&gt;
Aeldari Cuirassiers with Windrider Warlock with Rune Armour, Singing Spear and Eldar Jetbike with Shuriken Catapult and 3 Windriders with Mesh Armour and Eldar Jetbikes with Shuriken Cannons - 50 + 5 + 3 x (17 + 10) = 55 + 3 x 27 = 55 + 81 = 136 points&lt;br /&gt;
&lt;br /&gt;
Vyper Squadron with 6 Vypers with Bright Lances, Shuriken Cannons, Spirit Stones and Holo-Fields - 6 x (40 + 10 + 10 + 10 + 15) = 6 x 85 = 510 points&lt;br /&gt;
&lt;br /&gt;
Wraith Host (Spiritseer with Rune Armour, Shuriken Pistol and Witch Staff, 3 Ghost Warrior Squads, each with 5 Wraithguard with D-Scythes, Wraithlord with Two Shuriken Catapults and Two Bright Lances and Wraithknight with Two Heavy Wraithcannons and Two Shuriken Cannons) - 70 + 3 x 5 x (32 + 10) + 120 + 2 x 20 + 295 + 2 x 15 = 70 + 15 x 42 + 120 + 40 + 295 + 30 = 70 + 630 + 160 + 325 = 1185 points&lt;br /&gt;
&lt;br /&gt;
Wraith Host (Spiritseer with Rune Armour, Shuriken Pistol and Witch Staff, 3 Ghost Warrior Squads, each with 5 Wraithguard with D-Scythes, Wraithlord with Two Shuriken Catapults and Two Bright Lances and Wraithknight with Two Heavy Wraithcannons and Two Shuriken Cannons) - 70 + 3 x 5 x (32 + 10) + 120 + 2 x 20 + 295 + 2 x 15 = 70 + 15 x 42 + 120 + 40 + 295 + 30 = 70 + 630 + 160 + 325 = 1185 points&lt;br /&gt;
&lt;br /&gt;
Wraith Host (Spiritseer with Rune Armour, Shuriken Pistol and Witch Staff, 3 Ghost Warrior Squads, each with 5 Wraithguard with D-Scythes, Wraithlord with Two Shuriken Catapults and Two Bright Lances and Wraithknight with Two Heavy Wraithcannons and Two Shuriken Cannons) - 70 + 3 x 5 x (32 + 10) + 120 + 2 x 20 + 295 + 2 x 15 = 70 + 15 x 42 + 120 + 40 + 295 + 30 = 70 + 630 + 160 + 325 = 1185 points&lt;br /&gt;
&lt;br /&gt;
5 HQ, 9 Elites, 3 Troops, 3 Fasties, 3 Heavies, 3 Titans&lt;br /&gt;
&lt;br /&gt;
==GUEEEEEESS WHAAAAAAT!? WE BACK NOW MOTHERFUCKERS!!!==&lt;br /&gt;
[[File:We_Back_Motherfuckers!.jpg|300px|right|thumb|Y&#039;all bitches miss me yet?]]&lt;br /&gt;
{{topquote|HOLY SHIT THEY ARE ACTUALLY BACK!|Everybody&#039;s reaction when they saw the news}}&lt;br /&gt;
{{topquote|THEY HAVE RETURNED THE GREAT BEARDED SPESS DWORFZ RETURN!|Every Squat Player&#039;s reaction when they saw the news}}&lt;br /&gt;
{{topquote|So uhhhh... what happens now?|Duncan upon breaking the clock like a wazzock}}&lt;br /&gt;
&lt;br /&gt;
It has been done.&lt;br /&gt;
&lt;br /&gt;
Through either the act of some unseen force, or the pure power of Memetic Magic harnessed by Kek it has finally been done.&lt;br /&gt;
&lt;br /&gt;
The [[Meme]] has finally been broken. The Squats are....unsquatted....in Necromunda only, but still. We did the unthinkable, we brought a race that has been decommissioned for over 20 goddamned years back into tabletop gaming. Mother of Christ&#039; titties [[Lulz|we actually got back our Spess Dorfs before Plastic Sisters did.]]&lt;br /&gt;
&lt;br /&gt;
The new Squat merc is called Grendl Grendlsen. His lore also mentions the rest of his group was wiped out (Although it is still vague, but most likely they are talking about his team of bounty hunters rather than the entire species), but still. A squat is a squat. &lt;br /&gt;
&lt;br /&gt;
So far they are only playable for Necromunda, with them acting as Abhuman bounty hunters. But the chances of having an actual Squat Codex for 8th edition is still iffy, with the Squats being confined to specialist games being most likely. But so far we are quite content with them returning. Shit man, GeeDubs have seriously been pulling the moves lately. &lt;br /&gt;
&lt;br /&gt;
And so, finally, after 20 years of waiting...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SQUATS LIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More will be added later once the models and rules have come out.&lt;br /&gt;
&lt;br /&gt;
Unformated&lt;br /&gt;
&lt;br /&gt;
Grendl Grendlsen&lt;br /&gt;
As a banner-jarl in the famed Vega Rams mercenary company, Grendl came to Necromunda with the Rouge Trader Lerd Constant Gerrit of the Arcadius dynasty&#039;s guard of honour. But while his Liege was entertained in the undreamed-of luxury of Lord Helmawr&#039;s spire-palace, the abhuman members of his household, including the entire compliment of the Vega Rams, were requires to remain in the Stranger&#039;s Tower, as they were forbidden to set foot upon the hive proper. In some ways, it is fortunate for Grendl that he was not present when the wing of the Helmawr Palace-spire was destroyed by a low-yield atomic charge planted by a rival House; yet in others it was unfortunate for in the subsequent household purge, Grendl was forced to flee, seeking sanctuary in the anonymous squalor of the underhive. Despite the dire circumstances of his coming to Hive Primus, Grendl Grendlsen quickly established a new life, finding gainful employ as a bodyguard to various underhive figures. At length, he earned the right to practice as a sanctioned Bounty Hunter, and now serves any master who will pay his fee. Grendl is famed for protecting his charges from their rivals and subsequently claiming the bounty on the would-be assassins&#039; heads, and so far there has been no shortage of foolhardy rivals eager to test his skills, and his infamous hammer.&lt;br /&gt;
Hired Guns&lt;br /&gt;
In one-off games, Grendl Grendlsen can be included in a gang in the same was as any other fighter.&lt;br /&gt;
In campaign games using the rules provided in Gang Wars, (italicized) he can be recruited by a gang in the pre-battle sequence; this secures his services for that one battle. He is not added to the gang roster, but a Fighter card will needed to be filled out for him (or you may photocopy the included Fighter card for personal use only).&lt;br /&gt;
As a hired gun, he can never gain experience, cannot purchase Advancements and does not suffer Lasting Injuries - if he does go Out of Action, he simply plays no further part in the battle. In addition, no additional equipment may be added to his Fighter cards.&lt;br /&gt;
In either mode of play, a Hired Gun increases the gang&#039;s Rating in the same way as any other fighter. Gangs may recruit a maximum of five Hive Scum and one Bounty Hunter at a time.&lt;br /&gt;
Stats:&lt;br /&gt;
Grendl Grendlsen, Bounty Hunter&lt;br /&gt;
280 Credits&lt;br /&gt;
M 3&amp;quot;&lt;br /&gt;
WS 3+&lt;br /&gt;
BS 4+&lt;br /&gt;
S 3&lt;br /&gt;
T 4&lt;br /&gt;
W 4&lt;br /&gt;
I 5+&lt;br /&gt;
A 1&lt;br /&gt;
LD 5+&lt;br /&gt;
Cl 7+&lt;br /&gt;
WIL 5+&lt;br /&gt;
INT 5+&lt;br /&gt;
Weapon:&lt;br /&gt;
Boltgun&lt;br /&gt;
Rng&lt;br /&gt;
S 12&amp;quot;&lt;br /&gt;
L 24&amp;quot;&lt;br /&gt;
Acc&lt;br /&gt;
S +1&lt;br /&gt;
L -&lt;br /&gt;
Sty 4&lt;br /&gt;
Ap -1&lt;br /&gt;
D 2&lt;br /&gt;
Am 6+&lt;br /&gt;
Traits Rapid Fire (1)&lt;br /&gt;
Power hammer&lt;br /&gt;
Rng&lt;br /&gt;
S -&lt;br /&gt;
L E&lt;br /&gt;
Acc&lt;br /&gt;
S -&lt;br /&gt;
L -&lt;br /&gt;
Str +1&lt;br /&gt;
Ap -1&lt;br /&gt;
D 2&lt;br /&gt;
Am -&lt;br /&gt;
Traits Melee, Power&lt;br /&gt;
Frag Grenades&lt;br /&gt;
Rng&lt;br /&gt;
S -&lt;br /&gt;
L Sx3&lt;br /&gt;
Acc&lt;br /&gt;
S -&lt;br /&gt;
L -&lt;br /&gt;
Str 3&lt;br /&gt;
Ap -&lt;br /&gt;
D 1&lt;br /&gt;
Am 4+&lt;br /&gt;
Traits Blast (3&amp;quot;), Grenade, Knockback&lt;br /&gt;
Skills: Combat Master, Iron Jaw, Nerves of Steel&lt;br /&gt;
Wargear: undersuit, flak armour&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Resin_Glory.jpg|The Squats make their triumphant return with a new resin model.&lt;br /&gt;
Image:Grymm_lmg.jpg|I&#039;m surprised you dwarf nuts haven&#039;t found these Hasslefree minis yet lol. I don&#039;t like dwarfs much myself but I wouldn&#039;t mind fighting beside &#039;&#039;these&#039;&#039; guys. &lt;br /&gt;
Image:Grymm_Light_Infantry_Squad_(Bareheaded).jpg&lt;br /&gt;
Image:Grymm_Light_Infantry_Squad(helmeted).jpg &lt;br /&gt;
Image:Grymm_Heavy_Infantry_Squad_(Helmeted).jpg&lt;br /&gt;
Image:Grymm_admiral.jpg &lt;br /&gt;
Image:Grymm WALKER.jpg| &amp;quot;[[meme|METAL GEAR?!]]&amp;quot;&lt;br /&gt;
Image:Grymm_Light_Infantry_Platoon.jpg&lt;br /&gt;
image:Grymm_Heavy_Infantry_Platoon.jpg&lt;br /&gt;
Image:1207616355827.jpg|Welcome to the club, Sisters.&lt;br /&gt;
Image:Squats rally.jpg|Rally to m&lt;br /&gt;
Image:ripsquats.jpg&lt;br /&gt;
Image:squats_are_common.jpg|&amp;quot;Squats are common inhabitants in the Imperium...&amp;quot;&lt;br /&gt;
Image:Squat Codex.jpg|You may include troops but we won&#039;t.&lt;br /&gt;
File:Squats combat Cards citadel Cc spacewar 06 gorun.png|Militant-armored-cybernetic-warrior-space-midgets? Yep. They cover all the bases in the 41st millennium. (Or they used to...)&lt;br /&gt;
Image:The results.jpg|When the Squats were rediscovered, the Imperium&#039;s first reaction was to argue over who was to blame for losing them.&lt;br /&gt;
Image:Squat_Cyclops1024.jpg|[[Awesome|Squat Cyclops in all its glory]]&lt;br /&gt;
Image:GWquisition.jpg&lt;br /&gt;
Image:This never happened.jpg|If anyone asks, I didn&#039;t put this picture here. In fact, if anyone asks, deny this picture ex&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Squats}}&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Squats]]&lt;br /&gt;
{{Template:Imperium}}&lt;/div&gt;</summary>
		<author><name>2A02:587:3A12:6900:D7:AB28:7CB3:E4F8</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warriors_of_Chaos&amp;diff=561035</id>
		<title>Warriors of Chaos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warriors_of_Chaos&amp;diff=561035"/>
		<updated>2018-08-11T11:31:38Z</updated>

		<summary type="html">&lt;p&gt;2A02:587:3A12:6900:D7:AB28:7CB3:E4F8: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:All_Fear_the_Wrath_of_the_Norscans.jpg|300px|right|thumb|THERE ARE NO BRAKES ON THE RAPE TRAIN.]]&lt;br /&gt;
{{topquote|Moving up and fighting the best keeps me hungry.|Nonito Donaire}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Then I saw when the Lamb broke one of the seven seals, and I heard one of the four living creatures saying as with a voice of thunder, &#039;Come.&#039; I looked, and behold, a white horse, and he who sat on it had a bow; and a crown was given to him, and he went out conquering and to conquer.|Revelation 6:1-2}}&lt;br /&gt;
&lt;br /&gt;
[[Old School Roleplaying|Remember when the followers of the Dark Gods were badass Viking warriors in awesome looking plate armour]] and weren&#039;t [[Chaos Space Marines|emo Space Marines]] under the thrall of [[Abaddon|an armless failure]]? Remember when they were led by completely fucking crazy motherfuckers who wrestled fucking Bloodthirsters to the ground as a bloody initiation ritual and rode around on chariots pulled by skinless bears and rode horses fed on human flesh and watered down with blood and had awesome beards rivalled only by Dwarfs? Pepperidge Farm remembers. These are the &#039;&#039;&#039;Warriors of Chaos&#039;&#039;&#039; (formerly &#039;&#039;&#039;Hordes&#039;&#039;&#039;), the granddaddies of all that is [[Awesome]] in the Chaos Space Marines, the original Champions of Chaos.&lt;br /&gt;
&lt;br /&gt;
Additionally, every time the words &amp;quot;devout&amp;quot;, &amp;quot;cruel&amp;quot;, &amp;quot;savage&amp;quot;, and synonyms of those show up in the following article, take a swig. I can guarantee that you will at least be drunk (unless you are, in fact, a chaos warrior yourself, in which case you would need to drink a gallon for every derp on the [[Derp]] page). As you should be, considering you&#039;re reading about Vikings. &lt;br /&gt;
&lt;br /&gt;
==Brief Foreword==&lt;br /&gt;
Nostalgia aside, you can&#039;t truly call yourself a fan of Chaos or Warhammer in general without having at least a cursory knowledge of these guys. These guys are the very essence of Warhammer; baroque plate armour, skulls, Vikings, mutations, Michael Moorcock, J.R.R Tolkien, Hieronymus Bosch, H.P Lovecraft and Heavy Metal; everything that was put in together and left to boil to produce the two most grimdark settings in the history of mankind is encapsulated in these guys. The first edition of Warhammer Fantasy had one of them displayed proudly on it, for Odin&#039;s sake (the now legendary [[Harry the Hammer]], the TRUE reason why Warhammer is called Warhammer, check out Harry&#039;s new model, it kicks ass). Like it or not, these guys were what forged Warhammer for a lot of people. To this day, no game based on it feels complete without dark armoured marauding warriors of the Nordic or [[Chaos Space Marine|sci-fi]] persuasion. So read on, an see their glory in full.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tl;dr&#039;&#039;&#039;: &#039;&#039;&#039;MOTHERFUCKING CHAOS [[Viking|VIKINGS]], MAN!!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They are also the only non-Imperial Guard army to have not been fucked over completely beyond all redemption by the foul [[Cruddace]].&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
In the beginning, the Old Ones came to the Warhammer World and set about doing their crazy magical genetic engineering bullshit. Then, for whatever non-reason the Polar Gates at the top and bottom of the world that they had constructed to ward off the Chaos Gods gave out and the world was corrupted and consumed by the powers of the Gods. The Old Ones fucked off, and left races of Dwarfs and Elves and Slaan. But a fourth creation also that was not fully equipped to resist the influence of Chaos, and of course, this was Man. Mankind was unfinished, and the warpstones that flew from the Northern polar wastes caused the acceleration of physical and cultural progress and, most importantly, of the human mind. The races of men gained a vigor and fire from the power of Chaos that drove them to great heights of glory and caused them to surpass the manufactured races of the Old Ones. In many ways, the history of Chaos &#039;&#039;is&#039;&#039; the history of mankind in the Warhammer world. It was only fitting that some tribes amongst Humanity would come to worship the Four Great Gods. &lt;br /&gt;
&lt;br /&gt;
The most notable of these was the Norsii. who would later be feared by all of the Old World as the fierce &#039;&#039;&#039;Norse&#039;&#039;&#039;, the most brutal and devout worshipers of Chaos. They were joined by their cousins as well, the brutal &#039;&#039;&#039;Kurgan&#039;&#039;&#039; of the Eastern Steppes and the squat and ferocious &#039;&#039;&#039;Hung&#039;&#039;&#039;. These are the three Great Races of Men, for it is they alone who are favoured by the mighty Gods. Together, they are the Northmen, and they shall make the World tremble.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Warriors of Chaos tend to be unstoppable close combat powerhouses (as they should be, they&#039;re Vikings), with little in the way of ranged fire support. Very melee oriented, even their sorcerers can be thrown into melee and be expected to hold their own. They have very powerful magic that can be used to supplement their incredible power. They have extremely powerful Lord choices who might very well be the most powerful generic lords in the game. They have a pretty high points cost, though, so you&#039;re going to be outnumbered. On the other hand, that shouldn&#039;t bother you too much because they&#039;re badasses. The problem is that you have a predictable play style and are more or less ineffective if you can&#039;t get into melee. Movement phases are important, especially in fantasy, so think about how you move your forces. Despite it being a predictable play style, it&#039;s still easy to grasp and simple to use, which also makes the Warriors a good starting army. Also, because of the low model count since these guys have a large point cost, it doesn&#039;t cost that much by GW standards to put a good army together. So, if you like Vikings in spiky armor, get the Warriors.&lt;br /&gt;
&lt;br /&gt;
==The Men of the North==&lt;br /&gt;
The twisted northlands of Norsca and the Eastern Steppes straddle the line between mere mortality and the realm of the immortal, for they the closest of the realms to the foul Chaos Wastes and the portal that leads to the realm of the Chaos Gods. Known as Rainsheim amongst the Norse, and a dozen other names amongst those others who dare to treat with Chaos; Northman or Southman. The power of Chaos has corrupted all the lands of the world, but as distance from the pole decreases, the influence of Chaos increases. And so, the men of Norsca and the Kurgan realms are saturated with the power of the gods. &lt;br /&gt;
&lt;br /&gt;
The men who dwell in the Northlands are,for the most part, barbarous and savage compared to those who live in the settled lands to the south. They are not physically unlike other men and, in times of peace, merchants from the Norse and Kurgan can be found trading their wares in the markets of cosmopolitan cities such as Marienburg in the west and the Hung can be found doing the same in Weijin in the east. Yet, in some other forms, they are unlike their fellows to the South. For they worship evil Gods of Blood, Decay, Scheming, and Debauchery and live brutal, primitive lives of war. Most lamentably, they all live directly under the shadow of Chaos and are slaves to its Will.   &lt;br /&gt;
&lt;br /&gt;
The men of the Northlands have many different gods. Most are daemons and valorous dead or ascended Champions of Chaos deified by their tribes (a practice especially common with the Norse) or manifestations of the natural world (as is common amongst the Kurgan), but all the Northmen owe their highest worship to the Four Great Gods of Chaos, whom they readily recognize as the masters of these lesser deities. The Northmen do not think of the Chaos Gods as evil, as the superstitious men of the South are wont to. But as individuals, they are as unpredictable as mortals. Thus, the Northmen reasonably maintain that such powerful entities are beyond the moral judgement of men. It is thus every warrior&#039;s duty to honour the gods in all walks of life. Such things are self-evident. To deny the gods and not worship them would be foolish, their existence in the North is a simple fact of life; evident in the mark of Khorne proudly displayed by a Norscan marauder as he leaps from his longship to savage Imperial soldiers with his daemonic strength, or in the mark of Tzeentch borne by a Kurgan rider as he fells a Kislevite warrior with his new-found blade of bone in place of a hand. To resent this state of affairs would be like resenting the sunrise or the wind - What would it accomplish?&lt;br /&gt;
&lt;br /&gt;
The Four are known by many names amongst the people of the North. Nonetheless, all the Gods are recognized by them. And it is not uncommon for the tribes to choose one god amongst them as a patron (the Norse tribes commonly take Khorne as theirs, while some tribes of the Kurgan may choose Tzeentch) - who is seen as the father and protector of their kindred. Lesser gods and daemons are also worshiped, along with great heroes peculiar to a particular tribe who are often chieftains who died such glorious deaths that they were raised to sit beside the god of their tribe in eternal glory. &lt;br /&gt;
&lt;br /&gt;
Though they may seem barely civil in times of peace, the Norse, Kurgan and Hung are vicious races of bloodthirsty warriors. Used to battling amongst themselves - war is their natural state and they wage it without concern or prejudice. They rejoice in battle and strength at arms, and honour the brave of both sides while despising the cowards likewise. Yet they are willing to forget their differences when the Gods command them to fight on their behalf. For there is no greater joy than to fight and die in the armies of the immortals.  &lt;br /&gt;
&lt;br /&gt;
===The Daemon Norse===&lt;br /&gt;
{{topquote|From the harsh snowlands they come. Blond of hair they are, and blue of eye, and tattoos upon arms and face and chest. Their eyes are mad with bloodlust, for blood they thirst for, driven forth on the whims of the Gods they seek to appease. Clad in but few garments and wielding clumsy, brutal axes and maces, they rage against the civilized lands of the south, burning, pillaging, looting all before them to offer up as sacrifice to their uncaring masters beyond the gates of hell in the Northern Wastes.|The Liber Chaotica, as penned by Richter Kleiss, Priest of Sigmar, declared insane}}&lt;br /&gt;
&lt;br /&gt;
The Norse of Norsca are the most brutal, fierce and savage followers of the Chaos Gods in the Warhammer world. They are the tallest, most physically strong race in the Old World, raised amongst a culture that respects only strength and the ability to kill and closeness to the Primordial Gods. All of Norsca is in the thrall of Chaos, corrupting the mountainous wasteland with the essence of change that seeps not only into man and beast but the very ground itself. Mutations are so common as to be universal among the Norscans, seen as signs of blessings from the Chaos Gods. Mighty warbands prowl the mainland and the horrific mountain ranges that connects the lands of the Norse to the Chaos Wastes. The seas about Norsca are filled with massive longships mastered by the terrible Chaos Champions and their kinsmen who stride the seas searching for either artefacts, purchase by which they may wage war against the weak southlings as demanded by their Gods, or merely any other ship to vent their rage upon. When the call to war is given, the Norse are always at the forefront, tearing down all opposition and cleaving the way into the weak lands of Sigmar. The Norse are always on the warpath, launching continuous and brutal sea raids upon the heavily fortified coast of the Northern Empire and northern Kislev. &lt;br /&gt;
&lt;br /&gt;
It should come as little surprise that the Norsemen are the most fiercely devout followers of Khorne, the God of War. And it is from the Norse that the majority of Khorne&#039;s followers are derived. Many Norse Champions of Chaos go on to be the most favored of Khorne&#039;s warriors; Cormac Bloodaxe, Scyla Anfingrimm, Hogan Headhacker, Haargroth the Blooded, Arbaal the Undefeated, Valmir Aesling, Hrothgar Daemonaxe, Urlfdaemonkin -- all savage Norse warriors who have risen to pre-eminence in the eyes of the Blood God. In fact, Khorne&#039;s own consort, Valkia the Bloody, has risen from the brutal clans of the Norse.&lt;br /&gt;
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With such a track record, it was obvious that the Imperials would deny any idea that the Norse are even remotely human. Most theories tend to focus on their favour from the Dark Gods and use that as the bedrock for all kinds of claims. Due to them being incredibly strong, very tall and all warriors (at least, all those encountered commonly by the Imperials are such) and devoted to the Dark Gods, Imperials have come to the conclusions that the Norse are a race of superhumans, or that they are daemons shaped as men, or are half-giants. The truth, shaded in the fantastic as it is, is still more interesting.&lt;br /&gt;
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Contrary to what the Imperials historians zealously claim; they are not the first ones to settle in the Reik basin. Even the Bretonnians and the Nehekharans have held a portion of the land that would later become the heart of the Empire, and the ancestors of the Norse were no different. Known as the Norsii, their ancestral homeland was indeed the frozen Wastes of Norsca. But some of their kinsmen migrated South to the lands that would become part of the Empire. The Norsii were ever the mighty and favored warriors of Chaos, as their descendants are. They were prone to waging bloody and terrible war upon the southern tribes, particularly the Udoses, Teutogens and Roppsmenn. The Norsii&#039;s reign of terror was only stopped by the hosts of the southlings gathering to drive them back to their frozen homeland. But from there they would rejoin their kinsmen who still dwelt in the North and return to continue their depredations. It was only Sigmar himself who managed to finally drive the Norsii hordes from the Empire. And only barely. It is a telling thing that the first defeat Sigmar ever suffered came at hands of the vicious Norsmen, led by the ancient Chaos Lord of Khorne: Cormac Bloodaxe.&lt;br /&gt;
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The Norse are amongst the most fearsome and most devoted warriors of Chaos, but they are also devoted to their tribal affiliations. The tribe forms the very core of the Norse identity, as they are not a unified people by any means, and thus have no concept of nationality. A Norscan will never call himself such. He will identify himself based on tribe and parentage. A Varg will see his loyalties extend only to his immediate tribe and to a much lesser extent, others under the same confederation. After all, even amongst the various so called High Tribes, multitudes of lesser tribes and families will exist. For instance, under the Aesling High Tribe, there exists many other lesser clans owing allegiance to it; such as the Gorehunt, the Snaegr, Skrae and Untam. The various Norscan clans are divided into two main blocks for easy reference based on geography; the Northern tribes and the Southern tribes.&lt;br /&gt;
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====The Northern Norscan Tribes====&lt;br /&gt;
*&#039;&#039;&#039;Aeslings&#039;&#039;&#039;:  The most dreaded and terrifying and powerful of the Norse High Tribes are the Aeslings. They are the most savage and brutal men of Norsca. Even among the other Northernmost Northman tribes they are held in fear. Only favour from the Gods and strength and excellence at arms are valued. [[Grimdark|Thus, they are a people who respect only strength and infants who do not measure to their standards of physical perfection are murdered outright with little fuss.]] While reprehensible, this combined with their constant warfare on others has forged a race who are undoubtedly some of the greatest warriors of all the Northmen. Amongst the Aesling tribes, it is [[Khorne]] who is worshiped above all other Gods and it is not uncommon for tribes to dedicate themselves solely to him. For even amongst the Norsemen, the Aeslings are a people who thrive on war. While one Champion of Chaos may master a crew of marauders who bring ruination on Erengrad or Nordland, another might lead his people in slaughtering the Norse Dwarfs or even their own Norse kinsmen. Even the Kurgans to the east are not safe from the Aeslings&#039; reckless thirst for death, for it is often that an Aesling Jarl will lead his murderous kinsmen in preying upon the many roving Kurgan tribes, slaughtering them and offering up their lives to the vicious Chaos Gods. Their lust for killing has won them no friends, what few allies they have are bound to them by only fear and intimidation, for much like the god they worship, the Aes care not whence the blood flows. &lt;br /&gt;
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*&#039;&#039;&#039;Vargs&#039;&#039;&#039;: Another Northern tribe. The Vargs are the most twisted in body and soul of the Norse; they claim the Northern tundras as their lands and fought many horrific beasts to claim it, such as giants, beastmen and daemons of Chaos. They have managed to domesticate the fearsome mammoths of that area, and will often bear them to battle as beasts of war. The Vargs have a blood hatred of the Kurgans that dates backs to untold stretches of ancient history. Time has done little to dampen their hate, and they often mount massive raids into the Kurgan lands, which are joined by Aesling mercenaries, that wreak great devastation of the men of the Eastern Steppes. The Vargs are also dedicated warriors of Khorne, like the Aeslings, and are viciously devoted to his creed of death. The Vargs are said to have come from distant lands and settled in Norsca, led by their greatest and most legendary chieftain; a mighty Chaos Lord of Khorne known as Hrothgar Daemonaxe, who led them in conquering land and enslaving weaker tribes. Hrothgar later went deeper into the realms of the Gods and ascended to Daemonhood. The Vargs know Khorne by the name of &#039;&#039;Arkhar&#039;&#039;. One day, a band of horny Varg maraduers decided to trouble the southerners. So, they travelled from all the way from northernmost part of Norsca to Nordland, hellbent on giving them a huuge trouble. And they did. One of these maraduers saw a random fisherman&#039;s beatiful wife and thought &#039;&#039;By the [[Slaanesh|Serpent]], that woman is hot. I am going to [[Rape|have fun]] with her.&#039;&#039; [[Grimdark|So he did]]. The result was the birth of a certain devout Templar Knight of Order of the Twin-Tailed Orb. What was his name? His name was Diedrick Kastnar, who later became known as &#039;&#039;&#039;[[Archaon]].&#039;&#039;&#039; This makes the Vargs indirectly responsible for the [[Rage|destruction of Warhammer World]]. In the video game [[Total War: WARHAMMER]], they have a faction up in the Northern Norsca led by a chieftain named Surtha Ek, who is known for slaughtering Southerner with the use of massive chariot tactics.&lt;br /&gt;
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*&#039;&#039;&#039;Graelings&#039;&#039;&#039;: The last of the Northern Norse tribes and the most westerly of the Norse, close to Elven lands and prone to raiding those places. They come into conflict with Dark Elven corsairs frequently and the terror of the villages and fortresses of Klar Karond. Though it is also said that when they are not killing them, the Graelings sell slaves culled from the southern lands and Ulthuan to the Dark Elves. They do not gravitate to one Chaos God over another, but are, like most Northman tribes, prone to celebrating Chaos in all its glory. Haargroth the Blooded rose up from this tribe.&lt;br /&gt;
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Space Wolf Xenocidal Imperial Knight Crusade Legion&lt;br /&gt;
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Champions of Fenris Company of the Great Wolf (Kingsguard Stormforce, Brethren of the Fell-Handed, Wolf Guard Void Claws, Grimnar&#039;s War Council, Arjac&#039;s Shieldbrothers and Wolf Guard Thunderstrike)&lt;br /&gt;
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Kingsguard Stormforce (Logan Grimnar Warlord with Terminator Armour, Storm Bolter, Belt of Russ, The Axe Morkai and Stormrider, Wolf Guard Void Claws with 1 Wolf Guard Terminator Leader and 4 Wolf Guard Terminators with Terminator Armour and pairs of Wolf Claws embarked on Land Raider Redeemer Dedicated Transport with Twin-Linked Assault Cannon, Two Flamestorm Cannons, Searchlight, Smoke Launchers, Frag Assault Launchers, Multi-Melta, Storm Bolter and Extra Armour and Stormfang Gunship with Skyhammer Missile Launcher, Twin-Linked Lascannon, Helfrost Destructor and Ceramite Plating) - 250 + 70 + 5 x (33 + 15) + 240 + 10 + 5 + 10 + 220 + 15 = 320 + 5 x 48 + 265 + 235 = 320 + 240 + 265 + 235 = 1060 points&lt;br /&gt;
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Grimnar&#039;s War Council (Ulrik the Slayer with Power Armour, Plasma Pistol, Wolf Helm of Russ, Crozius Arcanum, Healing Balms and Wolf Amulet, Njal Stormcaller with Runic Armour, Nightwing, Staff of the Stormcaller, Wyrdbane, Psychic Hood and Bolt Pistol, Rune Priest Psyker with The Wulfen Stone, The Armour of Russ and Black Death Relics of the Fang, Psychic Hood, Bolt Pistol and Space Marine Bike Special Issue Wargear and Iron Priest with Runic Armour, Boltgun, Thunder Hammer, Servo-arm, Thunderwolf Mount and four Cyberwolves, all with Frag Grenades and Krak Grenades) - 145 + 180 + 60 + 25 + 10 + 40 + 35 + 25 + 20 + 55 + 50 + 4 x 15 = 145 + 180 + 215 + 55 + 50 + 60 = 145 + 180 + 215 + 165 = 705 points&lt;br /&gt;
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Brethren of the Fell-Handed (Bjorn the Fell-Handed with Trueclaw, Twin-Linked Lascannon and Smoke Launchers and 2 Venerable Dreadnoughts with Great Wolf Claws with Built-in Heavy Flamers, Helfrost Cannons and Extra Armour, all with Searchlights and Drop Pod Dedicated Transports with Deathwind Launchers and Locator Beacons) - 220 + 5 + 2 x (95 + 25 + 5 + 10 + 20 + 10) + 3 x (35 + 15 + 10) = 225 + 2 x 165 + 3 x 60 = 225 + 330 + 180 = 735 points&lt;br /&gt;
Arjac&#039;s Shieldbrothers (Arjac Rockfist with Anvil Shield, Foehammer and Terminator Armour and 1 Wolf Guard Terminator Leader and 4 Wolf Guard Terminators with Terminator Armour, Thunder Hammers and Storm Shields and Land Raider Crusader Dedicated Transport with Twin-Linked Assault Cannon, Two Hurricane Bolters, Searchlight, Smoke Launchers, Frag Assault Launchers, Multi-Melta, Storm Bolter and Extra Armour) - 115 + 5 x (33 + 15) + 250 + 10 + 5 + 10 = 115 + 5 x 48 + 275 = 115 + 240 + 275 = 630 points&lt;br /&gt;
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Wolf Guard Thunderstrike (Wolf Guard Terminator Leader and 9 Wolf Guard Terminators with Power Weapons, Storm Bolters, Two Cyclone Missile Launchers and Terminator Armour and Wolf Guard Pack Leader and 9 Wolf Guard with Power Armour, Frag Grenades, Krak Grenades, Plasma Pistols and Storm Shields within Drop Pod Dedicated Transport with Deathwind Launcher and Locator Beacon) - 10 x 33 + 2 x 25 + 10 x (18 + 15 + 15) + 35 + 15 + 10 = 330 + 50 + 10 x 48 + 60 = 380 + 480 + 60 = 920 points&lt;br /&gt;
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House Terryn Adeptus Mechanicus Imperial Knight Crusader Artemidorus, Unbowed with Avenger Gatling Cannon, Meltagun, Heavy Flamer, Heavy Stubber, Rapid-Fire Battle Cannon, Stormspear Rocket Pod and Ion Shield - 425 + 5 + 35 = 475 points&lt;br /&gt;
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House Terryn Adeptus Mechanicus Imperial Knight Crusader Artemidorus, Unbowed with Avenger Gatling Cannon, Meltagun, Heavy Flamer, Heavy Stubber, Rapid-Fire Battle Cannon, Stormspear Rocket Pod and Ion Shield - 425 + 5 + 35 = 475 points&lt;br /&gt;
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4 HQ, 8 Elites, 6 Transports, 3 Heavies, 3 Titans&lt;br /&gt;
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Ancient Biel-Tan Aeldari Swordwind Soul Craftworld&lt;br /&gt;
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Windrider Guardian Core Host with Farseer, Warlock Conclave, 3 units of Windriders and Vyper Squadron&lt;br /&gt;
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Farseer Skyrunner with Rune Armour, Shuriken Pistol, Singing Spear, Eldar Jetbike with Shuriken Catapult and Ghosthelm - 100 + 5 + 15 = 115 points&lt;br /&gt;
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Aeldari Warlock Seer Conclave with 7 Warlock Skyrunners with Rune Armour, Shuriken Pistols, Singing Spears and Eldar Jetbikes with Shuriken Catapults - 5 x (35 + 5 + 15) = 7 x 55 = 385 points&lt;br /&gt;
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Aeldari Cuirassiers with Windrider Warlock with Rune Armour, Singing Spear and Eldar Jetbike with Shuriken Catapult and 4 Windriders with Mesh Armour and Eldar Jetbikes with Shuriken Cannons - 50 + 5 + 4 x (17 + 10) = 55 + 4 x 27 = 55 + 108 = 163 points&lt;br /&gt;
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Aeldari Cuirassiers with Windrider Warlock with Rune Armour, Singing Spear and Eldar Jetbike with Shuriken Catapult and 3 Windriders with Mesh Armour and Eldar Jetbikes with Shuriken Cannons - 50 + 5 + 3 x (17 + 10) = 55 + 3 x 27 = 55 + 81 = 136 points&lt;br /&gt;
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Aeldari Cuirassiers with Windrider Warlock with Rune Armour, Singing Spear and Eldar Jetbike with Shuriken Catapult and 3 Windriders with Mesh Armour and Eldar Jetbikes with Shuriken Cannons - 50 + 5 + 3 x (17 + 10) = 55 + 3 x 27 = 55 + 81 = 136 points&lt;br /&gt;
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Vyper Squadron with 6 Vypers with Bright Lances, Shuriken Cannons, Spirit Stones and Holo-Fields - 6 x (40 + 10 + 10 + 10 + 15) = 6 x 85 = 510 points&lt;br /&gt;
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Wraith Host (Spiritseer with Rune Armour, Shuriken Pistol and Witch Staff, 3 Ghost Warrior Squads, each with 5 Wraithguard with D-Scythes, Wraithlord with Two Shuriken Catapults and Two Bright Lances and Wraithknight with Two Heavy Wraithcannons and Two Shuriken Cannons) - 70 + 3 x 5 x (32 + 10) + 120 + 2 x 20 + 295 + 2 x 15 = 70 + 15 x 42 + 120 + 40 + 295 + 30 = 70 + 630 + 160 + 325 = 1185 points&lt;br /&gt;
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Wraith Host (Spiritseer with Rune Armour, Shuriken Pistol and Witch Staff, 3 Ghost Warrior Squads, each with 5 Wraithguard with D-Scythes, Wraithlord with Two Shuriken Catapults and Two Bright Lances and Wraithknight with Two Heavy Wraithcannons and Two Shuriken Cannons) - 70 + 3 x 5 x (32 + 10) + 120 + 2 x 20 + 295 + 2 x 15 = 70 + 15 x 42 + 120 + 40 + 295 + 30 = 70 + 630 + 160 + 325 = 1185 points&lt;br /&gt;
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Wraith Host (Spiritseer with Rune Armour, Shuriken Pistol and Witch Staff, 3 Ghost Warrior Squads, each with 5 Wraithguard with D-Scythes, Wraithlord with Two Shuriken Catapults and Two Bright Lances and Wraithknight with Two Heavy Wraithcannons and Two Shuriken Cannons) - 70 + 3 x 5 x (32 + 10) + 120 + 2 x 20 + 295 + 2 x 15 = 70 + 15 x 42 + 120 + 40 + 295 + 30 = 70 + 630 + 160 + 325 = 1185 points&lt;br /&gt;
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5 HQ, 9 Elites, 3 Troops, 3 Fasties, 3 Heavies, 3 Titans&lt;br /&gt;
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====The Southern Norscan Tribes====&lt;br /&gt;
*&#039;&#039;&#039;Skaelings&#039;&#039;&#039;: Sea raiders without equal, the Skaelings are perhaps [[Ork Kommando|the most cunning of the Norse]]. They are the closest of the Chaos worshipers to the southern lands, so it is not uncommon to find them raiding the South. During the Storm of Chaos, Skaeling sea-raiders were utilized to great effectiveness by the Lord of the End Times in harrying and diverting the fleets of Brettonia and Nordland. In addition to their veneration of the Chaos Gods, the Skaelings also worship another daemonic deity known as Mermedus, who some Imperial theologians consider to be a Norscan interpretation of Manann. Though there is little in common with the mighty Imperial sea-god and the abominable daemon the Skaelings make human sacrifices to. Others have considered Mermedus to be the Chaotic reflection of Stromfells, another ill-tempered deity of the sea. interestingly, their name is not a reference to the Vikings themselves, but to the people who lived around the north American colony of vinland, who they called the Skrælings. So the Skaelings may not be chaos Vikings, but rather Chaos Inuit.&lt;br /&gt;
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*&#039;&#039;&#039;Baersonlings&#039;&#039;&#039;: A people who would not be odd living in the North of Norsca, the Baersonlings are tireless reavers who are proud of their martial prowess, which is truthfully legendary even amongst the Northmen. Though they are not quite as strong and fierce as the Aeslings, they war with them frequently. Their relations with the Kurgan tribes is similarly icy, and their lands often stretch into the fringes of the Eastern Steppes, which invites war. Not that this disturbs the Baersonlings, war is just another way to glorify the Chaos Gods. They are known for their copious body hair and a strange Chaos mutation that transforms them into unstoppable bear-like monstrosities. Beorg Bearstruck, a powerful Champion of Chaos, and his marauder tribe, the Bearmen of Urslo, are descended from this strain of the Norse nation. &lt;br /&gt;
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*&#039;&#039;&#039;Sarls&#039;&#039;&#039;: The Sarls are rugged barbarian warriors. Mighty and indomitable and devoted to the Dark Powers, they have distinguished themselves in the armies of the Chaos Gods often. Wulfrik the Wanderer, one of the greatest Champions of Chaos and executioner of the Chaos Gods rose from these people. The Sarl also destroyed the last and most terrible of the treeblood, using the bark harvested from the creature to create the second &#039;&#039;Seafang&#039;&#039; of [[Wulfrik the Wanderer|Wulfrik]] after the first was lost in a raid on the Elves. Oh and this clan was destroyed after Wulfrik fucked it up by killing the chieftain son and rival clan puppet leader to once again incite the civil war between the two. &lt;br /&gt;
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*&#039;&#039;&#039;[[The Hobbit|Bjorn]]lings&#039;&#039;&#039;: Little is known of this tribe. But among them are the Crow Brothers, devout warriors of Nurgle.&lt;br /&gt;
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===Famous Norse Chaos Champions===&lt;br /&gt;
&amp;quot;&#039;&#039;I pity you and all the world, for amongst all the races of men, the gods favour we Norse alone&#039;&#039;.&amp;quot;&lt;br /&gt;
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*&#039;&#039;&#039;Morkar the Uniter&#039;&#039;&#039;: The First Everchosen of Chaos; Morkar was the survivor of an Imperial raid upon his village in the aftermath of the defeat of Cormac Bloodaxe&#039;s horde at the gates of Middenheim. He rose up to become the greatest Champion of Chaos of his generation and united the Norse tribes in his quest to gain the mark of the gods. He reaped many great conquests and honour and fear were heaped upon his name. No foe could withstand his rage in battle and no enemy was beyond his keen mind to defeat. Eventually, he was crowned as the Eternal Conqueror of the Gods by Be&#039;lakor and led the vengeful Norsemen and their Kurgan allies in unmaking the decadent Empire. He was only defeated narrowly in single combat with Sigmar himself (pre retcon it was Aenarion who killed him). After his death, his body was taken by his kinsmen and buried in a great cairn in the Chaos Wastes. A sliver of Morkar&#039;s spirit remained in the armour long after his death, left to brood over his defeat and to forever curse the name of the cowardly Sigmar who derailed his great conquest by his craven single combat. (Let it never be said that, whatever his badass credentials, Morkar was NOT a sore loser.) Morkar the Uniter&#039;s rest was disturbed millennia after by his successor, Archaon, who sought the legendary indestructible armour of the First Everchosen in his quest for the 6 Treasures of Chaos; even in death, Morkar was too great for the Lord of the End Times to defeat in open battle. It was only by shouting a curse in the long dead tongue of the Unberogen tribe, the people of Sigmar, that Archaon was able to immobilize the reanimated armour of the dead Champion and defeat it, casting the last part of his spirit back to the Realm of Chaos and take the legendary armour for his own. To this day, Morkar&#039;s Chaos plate protects the Lord of the End Times, granting him the same incredible invulnerability as it did its former wearer.&lt;br /&gt;
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*&#039;&#039;&#039;Cormac Bloodaxe&#039;&#039;&#039;: One of the first great leaders of the Warriors of Chaos, and the first Champion of Chaos to be possessed by a greater daemon of Khorne. Cormac Bloodaxe, son of Varag Skulltaker, witnessed the route of his people at the hand of the tyrant Sigmar. Though the Norsii fought fiercely and slew many despite their small numbers, Sigmar&#039;s forces were too numerous and his strange war-machines burned away the proud longships that carried the Norsemen in bringing ruination and desolation to the enemies of the Dark Gods of the North. The Norsii returned to their ancestral homeland of Norsca, and a molten core of hate and violence began to burn in Cormac&#039;s heart, which would lead him to becoming the greatest Chosen of Khorne and a force of such might and power that would reunite the tribes of Norsca into an unstoppable host that would crush the Empire of Sigmar. With the aid of the Norsii sorcerer, Kar Odacen, Cormac did bind the Norse tribes to his banner, reclaimed the ancient Chaos armour of his father, and bound a great daemon of Khorne to his axe. The eastern tribes of the Kurgan and Hung also prostrated themselves to the Norseman&#039;s banner and pledged their lives to his glory. Cormac&#039;s leadership saw the first decisive defeat the Imperials ever suffered, he had managed to match wits with Sigmar and defeated him utterly. At the behest of his sorcerer, Cormac was led to invade the City of the White Wolf. In spite of his better judgement which said to instead surround the city and isolate and pick off Sigmar&#039;s reinforcements from other southern tribes. Yet, Cormac was leader of the Norsii by the will of the Gods alone, and the Gods willed him to end the Empire with one fell stroke. Cormac&#039;s superior Norse warriors, drunk on the blessings of the Dark Gods, and strengthened with armies of daemons and beastmen assaulted Middenheim and victory was near. On the counsel of his shaman, Cormac offered himself up to become the sacrifice necessary to bring forth a Bloodthirster to break the final defenses of Middenheim. The Bloodthirster crossed blades with Sigmar and cast him down, readying for the killing stroke until Ulric himself intervened and cast the daemon into the Realm of Chaos. The Norsii later fled back to Norsca with this setback.&lt;br /&gt;
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*&#039;&#039;&#039;Hrothgar Daemonaxe&#039;&#039;&#039;: A great Chaos Lord dedicated to Khorne, first chieftain of the Vargs, and said to be as powerful as a mighty Bloodthirster in battle. It was Hrothgar who led the Vargs out from the East to settle the northern tundras of Norsca, destroying and enslaving weaker tribes of Norse and Kurgan on the way. Bearing a great daemonic battleaxe forged in the visage of a howling wolf, Hrothgar&#039;s favour from Arkhar the Wolf (the Varg name for Khorne) was clear. After his many victories were completed, he went to the Chaos Wastes and ascended to Daemonhood. To this day, Hrothgar Daemonaxe is venerated by all Vargs as a lesser deity of Chaos. And is believed to stand at the right hand of Khorne where he sternly judges the exploits of his people.&lt;br /&gt;
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*&#039;&#039;&#039;Valmir Aesling&#039;&#039;&#039;: King of the Aesling tribes, one time ally to Asavar Kul, self styled &#039;Emperor of Chaos&#039; and bane of the Norse Dwarfs. Valmir Aesling was a ruthless and efficient leader of Men. Brooding and silent ave for the occasional and invariably fatal burst of temper. He was feared and renowned for punishing any insolence or slight with the most horrific tortures imaginable. When Asavar Kul was slain at the gates of Kislev (and there are rumours that Valmir himself might have done the deed, for a jagged blade was found impaled in Kul&#039;s skull), Valmir was fighting a secret, but no less bloody war against the Norse Dwarf holds. Valmir despised all the races of the Old World, except his own, and thus had long desired the destruction of the Dwarfs that hid in the southern mountains around his homeland of Norsca. Valmir swore an oath to Khorne: he would not rest until he had destroyed the Dwarfs by cutting out the heart of their nation, the hold of Kraka Drak. Valmir&#039;s Norse warriors faced the Dwarfs and soon both were locked in a vicious stalemate. But Valmir had planned the battle well, he had gained the allegiance of the Khornate Daemon Prince Aghask, who smashed aside the Dwarf&#039;s resistance in key areas, he had gained the aid of battalions of Chaos Knights from Troll Country who crushed the Dwarfen rearguard. Valmir himself charged across the field on his Chaos Chariot, pulled by six skinless bears, slaughtering all opposition to face the Norse Dwarf High King in battle. Valmir threw the severed heads of his champions before him and challenged him to single combat. Incensed at this barbarous affront to his people&#039;s honour, the Dwarf King accepted the Norse Lord&#039;s challenge. Both armies held their breath as their lords faced one another in a mighty duel. Though Valmir was more than thrice the Dwarf&#039;s height, he found himself evenly matched against the ancient, doughty king. Seeing that he could not defeat the Norse King, the Dwarf Lord shouted one word; &#039;&#039;&amp;quot;cannons!&amp;quot;&#039;&#039;. Thus, did the Dwarfs fire the great canons of Kraka Drak, shattering the Norse Chaos Warriors and entombing both them and thousands of Dwarfs until the collapsed ruin of what was once the mightiest of the northern Dwarf cities. Both Valmir and the Dwarf King had fallen, slain not by each other&#039;s steel, but by snow and stone. Yet, the hold was indeed no more, and underneath the ruins, the hardened Norsemen continued on, methodically slaughtering the remaining Dwarfs. Valmir, albeit posthumously, had upheld his grim oath.&lt;br /&gt;
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*&#039;&#039;&#039;[[Wulfrik the Wanderer]]&#039;&#039;&#039;: Perhaps the greatest warrior to rise up from the Sarl tribes is Wulfrik the Wanderer, whose name is spoken in fearful whispers. Once a champion of Chaos Undivided amongst  the Sarls who thwarted the armies of a great Aesling tribe and slew their king, a mighty Champion of Chaos known as Torgald, Wulfrik had made a drunken boast at the battle&#039;s end that he was greater than any warrior in this world or the next. After passing out from quaffing no less than 7 barrels of mead, Wulfrik found his dreams visited by an emissary of the Dark Gods he worshiped. The emissary told Wulfrik that the gods were displeased with his boastful tongue, but had seen fit to allow him to prove his arrogant words. When he awoke, Wulfrik found he had been marked by not one, but all of the four great gods of Chaos, and his tongue was re-shaped into a flitting, forked thing that allowed him to speak in any language. Wulfrik claimed his legendary longship, the Seafang, from the hoard of a Skaeling Chaos Sorceror who he slew in combat. From then on, Wulfrik would be known as the Inescapable One, travelling the hinterlands of the world to slay the fiercest creatures at the whims of the gods. Wulfrik is perhaps one of the greatest warriors in all the world, for he has slaughtered giants, dragons and merwyrms like cattle and even daemons have cowed before him and begged his mercy. He is the Executioner of the Chaos Gods, and is one of their most devout followers. To Khorne he offers up the skulls of those he has slain, to Slaanesh he gives their still-beating hearts, to Nurgle the contents of their slit guts, and Tzeentch he honours with their final breath.&lt;br /&gt;
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*&#039;&#039;&#039;[[Valkia the Bloody]]&#039;&#039;&#039;: The Sword-Maiden of the Blood God, the Bringer of Glory, the Chooser of the Slain and the Gorequeen of the Norse. Valkia is Khorne&#039;s servant who carries the spirits of worthy warriors so that they may fight on forever in the Blood God&#039;s Halls. The sagas of her people tell that she was once a mortal woman, a Norse queen of the ancient and long-dead Schwarzvolf tribe. She gained the favour of Khorne by slaying any who dared contest her claim in honourable battle and also by defeating the Champions of the lesser Chaos Gods. Foremost amongst these was Locephax, a daemon prince of Slaanesh who sought to enslave the warrior-queen. Valkia felt the berserker rage come upon her and she took up her great spear Slaupnir and struck down the daemon and affixed its severed head to her shield. Valkia then traveled to the uttermost North of the world and, with the fanaticism of the true believer, pledged herself utterly to the Axefather. Valkia almost succeeded in coming before her beloved god&#039;s throne, but was slain like countless others in the twisted hellscape of the realm of Chaos. Khorne was displeased, for he had great plans for the woman, and his bellowing fury was so thunderous that it shook the world and roused Valkia from death. Khorne was angry with her weak mortal form and remade her into a being more pleasing to him. A true vision of destructive power: great bloody wings tore out from her once shapely back, her legs were refashioned into those of a bloodletter and massive horns rose from her skull. Her only purpose now is to reap more skulls for her mighty lord and to choose the valorous Norsemen dedicated to Khorne who fall fight on at their god&#039;s side in the Realm of Chaos &#039;till his rage devours all that exists. When Valkia takes to the mortal skies, all the Norse tribes dedicated to Khorne march under her shadow, for they know that she will carry them to the realms beyond to be Khorne&#039;s chosen in the afterlife, a prize beyond all measure. Where she flies, whole lands are drenched in blood. Such is the power Khorne has granted her. &lt;br /&gt;
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*&#039;&#039;&#039;Scyla Anfringrimm&#039;&#039;&#039;: The Saga of the Gorebeast is a long and terrifying one amongst the savage Norse clans, the fame of the Talon of Khorne lives long in the songs sung by the Skalds of many a Norscan meadhall and in the terrified ramblings of those few Imperials who have born witness to the unstoppable fury of Scyla and survived. Tales told of a hulking beast the colour of blood who wears a massive bronze collar and is festooned with the blasphemous ritual marks of Khorne, and who lays low all who stand against him with its unquenchable thirst for death. Yet, it was not always so. For the greatest of Khorne&#039;s [[Chaos Spawn]] was once a man, &#039;&#039;&#039;once a man, ONCESSSSE A MAAAANNRGABLFARBLLEHC--&#039;&#039;&#039;--ahem--was once one of his greatest and most fearsome champions. Scyla Anfingrimm was the bane of the Old World from his homeland of frozen Norsca to the shores of distant Ind, his name synonymous with victory, slaughter and pillage. As a man, Scyla was marked by Khorne and elevated into the highest echelons of the god&#039;s favour; earning not only the respect of his tribesmen but all the raiders of the neighboring fjords. It was Scyla who single-handedly laid low the fearsome Jabberwock that plagued the River Voltag, and it was Scyla&#039;s daemonic greatsword that destroyed the tentacled beast that ruled the Bay of Blades. Every spring, he and his marauders would take to their longships and slaughter their way through the Empire, through Bretonnia and even as far south of Khemri. Returning from their raids drunk on blood and glory, the hulls of their ships filled to bursting with ancient treasures and slaves ready to be thrown upon sacrificial pyres dedicated to Khorne. The people of the Ironpelt would often chatter about how Scyla would soon ascend to daemonhood. They were right in a sense. After orchestrating the Massacre of Black Gulch, which caused the great chasm to run red with Skaven blood, Scyla was gifted with even greater physical strength and massive ape-like arms infused with the power of Chaos. Thanking the Axefather for his blessing, Scyla launched daring raids against the war-dhows of Dhuli armada, personally reducing their great flagship to splinters. This time, he was gifted a serpentine tail ending with a snapping maw. Scyla&#039;s merciless killing of the Chaos Dwarf delegation sent to trade with his tribe resulted in a great profusion of horn-like plates covering his mighty frame. After single-handedly annihilating the bestial Gorgers of the Undermountain, Khorne was so pleased with Scyla&#039;s might that he gifted the Champion with the mind of a ravenous beast. With that, Scyla&#039;s body spiraled out of control. His transformation into a Chaos Spawn was complete &#039;&#039;&#039;NO!!! GRISHIISOSKS&#039;&#039;&#039;. That day, Scyla fell from a feared and far-famed warlord. His warband fell to the leadership of his second-in-command and next most favoured of Khorne; Erlock One-Eye. Scyla was still afforded the same respect and honour from his companions, arguably moreso, for now he was a living sacrament to Khorne&#039;s power and might. Unlike other Chaos Spawn &#039;&#039;&#039;Not Again! GRAAAGH!&#039;&#039;&#039;, Scyla remains the favoured of Khorne; a testament to his greatness in his former life. Scyla exists as he did before, only to fight and slaughter for the pleasure of his fearsome god. His destiny is only to mete out death against those foolish enough to face him. &lt;br /&gt;
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*&#039;&#039;&#039;[[Sigvald|Sigvald the Magnificent]]&#039;&#039;&#039;: Chaos Lord [[A Song of Ice and Fire|Joffrey]].  Though he appears no more than a boy of sixteen, Sigvald the Magnificent has blighted the Old World for three centuries. The inbred child of a great Norse Chaos Lord and his own sister, Sigvald was spoiled with all he ever wished, it was only after his cannibalistic tendencies were revealed that the tribe forced him out. Feigning dismay, Sigvald sneaked into the longhouse and murdered his own father while he slept, fleeing then to the Chaos Wastes. The personification of beauty on the outside, but as horrifying as the lowest Spawn on the inside, Sigvald rides as Geld-Prince of the Decadent Host; an army of amorous madwomen and men who seek to attend his every debased whim. Marked by the Prince of Excess and gifted with Silverslash, a blade forged from a sliver of the Sword of Slaanesh, it is clear to all that Sigvald the Magnificent is the greatest Champion of Slaanesh to walk the world.  Recently try to kill all the high Elves on the grounds that they must die for having better hair than him.  (Seriously, this guy is pretty much Joffrey from [[A Song of Ice and Fire]]; both were born from brother-sister incest, both are handsome blonde men, both are arrogant and morally repulsive [[That Guy|shits]].  The difference is Sigvald is still alive and even more [[Grimdark]])&lt;br /&gt;
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*&#039;&#039;&#039;Vilitch the Curseling&#039;&#039;&#039;: Once upon a time, two twins were born.  One of them was Thomin, a well-liked, well-built man who was a great warrior and whom everyone expected to become a great leader. The other was Vilitch, a twisted, decrepit freak whom everyone beat up and could only scrape by as some sorcerer&#039;s apprentice.  Needless to say, Vilitch hated this setup and prayed to [[Tzeentch]] for him to switch the twins&#039; destinies.  Then, one Geheimnisnacht, the big bird answered and merged the twins together.  Vilitch was now fused to Thomin&#039;s body and as a result became far smarter and more magically adept while Thomin became reduced to a braindead brute.  The twin-abomination then decided to use this newfound power to murder all the people who made fun of him and used his magic to mentally enslave the mightiest warriors of his tribe.&lt;br /&gt;
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*&#039;&#039;&#039;Festus the Leechlord&#039;&#039;&#039;: Doctor, plaguemaster, and one of [[Nurgle]]&#039;s favorite guys.  Originally a good Nordland doctor who knew everything about how to cure diseases. He was then driven to insanity when he found himself incapable of curing a certain plague that swept the lands  and in desperation, made a pact with the plague god in order to learn the knowledge needed to cure it.  Sure, he got that knowledge, but he also turned so insane that he stopped caring about curing things and began a life of testing out all sorts of diseases and being a generally sick sack of shit (as most Nurglites are wont to). So he became basically the Dr Mengele of the Old World.&lt;br /&gt;
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*&#039;&#039;&#039;[[Dragon Ogres|Kholek Suneater]]&#039;&#039;&#039;:A FUCKING HUGE 4 legged dragon Ogre. He is a massive Beast armed with a HUUUGE THUNDER HAMMER who can crush dragons. He was a living battering ram who also managed to crush bloodthirsters.&lt;br /&gt;
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== Gallery ==&lt;br /&gt;
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File:Northlanders.jpg|WE FIGHT THE HORDE, SINGING AND CRYING; &#039;&#039;&#039;VALHALLA&#039;&#039;&#039;! I AM COMING!!&lt;br /&gt;
File:Chaos marauder by artofty-d3f5hof.jpg|KHORNE!! OPEN THE GATES OF YOUR HALL!!&lt;br /&gt;
File:Chaos Longships.jpg|Their main method of transportation.&lt;br /&gt;
File:Khorne-Art.jpg|Kjarl Deathaxe and the Blood Drinkers.&lt;br /&gt;
File:Wulfrik_Gif.jpg.gif|Wulfrik the Wanderer on a morning stroll.&lt;br /&gt;
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==See Also==&lt;br /&gt;
**[[Warhammer/Tactics/Warriors of Chaos]] - A guide on how to lead these awesome barbarians to glory and bloodshed and the notice of the [[Chaos|Gods]].&lt;br /&gt;
** [[Viking|Vikings]] - What they are based off. Just in case you forgot. &lt;br /&gt;
** [[Chaos Space Marines]] - Their 40K counterparts.&lt;br /&gt;
** [[Chaos]] - What did they worship again?&lt;br /&gt;
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{{Chaos-Champions}}&lt;/div&gt;</summary>
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